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Redneck Rampage (1997)

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Uploaded by on Oct 17, 2010

Lots of lag when capturing :( Crap.

Redneck Rampage is a 1997 first-person shooter game designed by Xatrix Entertainment and published by Interplay. This game features some songs by Mojo Nixon, Reverend Horton Heat, Beat Farmers and other Psychobilly artists. As the name implies, Redneck Rampage has many hillbilly elements in it. The game was followed by Redneck Rampage Rides Again, Redneck Rampage: Suckin' Grits on Route 66 and Redneck Deer Huntin'.

The plot revolves around two brothers, Leonard and Bubba, fighting through the fictional town of Hickston, USA (though the game is supposedly set in Arkansas, the highway signs in the first level of the first episode refer to Interstate 20 which is in northern Louisiana), to rescue their prized pig Bessie and thwart an alien invasion. The brothers battle through such locales as a meat packing plant and a trailer park, and battle evil clones of their neighbors with weapons ranging from the traditional shotgun, to a gun that fires circular sawblades, to a crossbow that fires bolts with dynamite strapped to them. Another favorite was the .454 Casull revolver.

Other than Leonard & Bubba, there are several types of alien enemies wielding various types of weapons. The enemies are Sheriff Lester T Hobbs (armed with two .357 revolvers); the skinny old coot; Billy Ray; Turd Minion; and the alien saucers. Boss enemies include Assface, the alien vixen, and the alien hulk. Also present are hostile animals and insects, such as pigs, dogs, mosquitos, cows & chickens, although the latter two can't directly harm the player. Redneck Rampage Rides Again introduced additional enemies, including: Jackalopes; Mama Jackalope; Biker Frank Doyle (clearly based on Dennis Hopper's Frank Booth character from the David Lynch movie Blue Velvet); and cheerleader Daisy Mae.

Like most first-person-shooters, it offered a variety of ways for the character to regenerate health or hit points. These power-ups consisted of the allegedly redneck related moon pies, pork rinds, beer and liquor. A small supply of each could be carried for future use. Each of these power-ups had distinct disadvantages: The more food the character ate, the more flatulent he became, making it difficult to sneak up on enemies as the character would move forward and make a distinct fart sound frequently after eating.

When drinking alcohol, the health was restored and as an added benefit the character became somewhat less affected by enemy fire (the proverbial bulletproof). This only worked to a minor degree, and the more the character drank, the less coordinated they became. This was measured on a 'drunk meter' in the user display. Toward the high end of the meter, after consuming a large amount of alcohol, the character movements would become erratic and the user would have difficulty controlling the character as he moved in directions that did not correspond to the input on the keyboard. The ingame video would also become grainy and less viewable. At the maximum drunk level, the character would simply fall down, followed by the sounds of vomiting and the loss of all motor regardless of user input. All of these effects would pass after a few minutes as the character sobered up. During this time, the character can not use weapons and is essentially defenseless.

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  • I love the laugh Leonard makes when u pick the Wuss difficulty XD

  • hahaha

    isso sim eh reliquia haha

    muitoooo boommmm

  • Love this game.

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